LD30 August 22–25, 2014
SpeccyJam reminder!
Hi all,
In case you’re looking to dive straight in to another jam, the second annual #SpeccyJam starts on 29th August 2014
Dev’s have 1 week (29th August – 5th September) to create a ZX Spectrum flavoured game.
It can be for any platform (Browser, HTML5, Flash, Mobile, iOS, Android, PC .. anything), and you can use any game dev tools to create it (doesn’t need to be programmed in machine code and load on a cassette tape or anything like that.)
Just as long as it looks / feels / plays like a ZX Spectrum game, then it is fine!
You must use only the ZX Spectrum colours and resolution, and you can use the “attribute clash” rules if you want to make it look more authentic (but not a strict rule).
For more details about rules and registration (by way of forum), check out http://www.speccyjam.com, and follow @SpeccyJam on twitter
Thanks for reading, and hope to see you there!
Cheers
Dave
Tags: 2D, game, game jam, jam, ld48, retro gaming, zx spectrum
Comments
Starting a Post Compo Version

I decided to start a Post Compo version of my entry, Orbital Expansion.
I hope, this improved version will be playable at the end of the week.
I started to change the UI, i want to add some content to the game, but before that, i needed to redo the UI in order to make the addition of new content possible.
So i guess, a new version of the game without new content (only a new UI) will be playable at first this week, and after that, I will add new content to the game.
If you want, you can try the Compo Version of Orbital Expansion !
Lethal Reflection time lapse
I’ve compiled builds from my game at various points along the way to completion and thrown them together as a sort of interactive time lapse, I thought someone might find this interesting or be able to learn from it, so here it is!
https://www.dropbox.com/s/z2j8pko5aly53xu/ld30-lethal-timelapse.zip?dl=0
You can also find my submission here if you fancy playing the final thing:
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=5178
Comments
Constellations – post compo version
Hey everyone you know what ? I’m making a post compo version of my game.
I wanted to rework (absolutely) the arts/ux of my game and after 2 days thinking about it, I think it’s done.

Also I’m on few features to add enjoyment and challenge in the game like combos and power ups.
If you don’t already played my game/rated it, go for it, now !
(it’s take you 30 seconds to play it)
And coming soon version downloadable from stores (but it was already working on mobiles and tablets).
Check out the post-compo version!
Warp Ryder Cup Postmortem and Timelapse
4 Ludum Dares down, many more to go! I managed to “finish” my “game” within the 48 hour window this time, and I didn’t stress out anywhere near as much as I have for previous events. I’ll take that as a sign of consistency. As always, I’ve learned so much over the course of this past weekend and I’ve had a great time to boot! Anyhow, shameless plug for my own game here to accompany the obligatory postmortem.
Timelapse
Tools and Software
- Sublime Text 2 was used for all JavaScript / HTML / JSON / CSS once again. Thankfully, I had enough common sense to not use it for map editing this time around.
- Adobe Photoshop CS6 was used for all graphics, sprites and tilesets.
- Tiled was used for map editing and design.
- PxTone was used to write any audio.
- Firefox Nightly and Google Chrome for testing.
What Went Right?
- Experience in programming. Over the course of the past year, I’ve been programming far more regularly – so I’ve noticed myself writing far, far less mistakes and being able to more efficiently debug those I do make. Naturally, this means less time stuck in a rut, moping over the sorry state of my code!
- Having past code and engine work to refer to. Having past examples makes for a great starting point to start working while you come up with any ideas, and allows you to iterate on the design of any underlying systems. Besides, I always love coming up with better solutions to problems than I could have thought of before!
- Swapping over to a dedicated level editor. I have no idea how I got by manually editing a CSV list of tiles last year and calling it ‘level design’, but Tiled was a breath of fresh air. The JSON export is probably the single greatest feature I’ve ever used, and the interplay it has with JavaScript is far more intuitive than interpreting XML. Being able to actually draw levels was a godsend as well, I have to say I’m never going back from using Tiled after this.
- Once again, Canvas and JavaScript were great choices. Apart from differing support between browsers, I love the ability to put up a single version of my game that most people should be able to run. Couple that with JavaScript’s ease of use and you have the perfect game jam toolkit.
What Went Wrong?
- I kinda lost my drive to work on the game for a while. Unhappy with the state of my game at the time, art and gameplay alike, I lost most of my drive to code for a large portion of Sunday. Had I not done that, I could have implemented a few more features before the deadline (including, you know, scoring). Urgh.
- Cut features lead to seemingly meaningless design decisions elsewhere. Considering the game features only golf as far as gameplay mechanics are concerned, having to walk around everywhere seems rather stupid. Unfortunately, I didn’t have time to implement any enemies or aliens, or even proper entities so little artifact design choices are littered everywhere.
- Harsh choice of palette. As much as I enjoy working with limited colour palettes, this time I had an awful lot of trouble coming up with graphics that weren’t trash. Ideally, I should have created far more colourful structures around the map to help create contrast and allow the generally flat blues of the asteroids and walkways to stand out more.
- Sprite design? Still not my cup of tea.
Stuff I Enjoyed
- Working with new tools and file formats. Although it took a little while, working with new programs like Tiled was a very interesting experience, and I’m certainly glad to have spent some time working it out! It was fun integrating someone else’s map format into my own engine, I’ll admit.
- Painting nebulae for backgrounds. Photoshop’s ability to map an image to a given colour table was amazing, and allowed me to go wild with a nice set of brushes on my tablet while still keeping in my 8 colour limit thanks to automatic pattern dithering etc.
- Writing music, for once. It was kinda meh, but I totally do not regret writing some music for a change. I have enough oddly silent Ludum Dare projects as is.
Thoughts for Next Time
- Be more positive. I really need to not get too hung up over the current state of my game, knowing full well that additional time and effort will almost always make it better in the end!
- Pick a colour scheme, but don’t be afraid to deviate. Sometimes, 8 colours can be just a little bit too stifiling.
- Reel in my ambition. I hate having to cut features as the deadline draws near, but at the same time I still like seeing my original idea transform and evolve as compromises have to be made over the event.
- Come up with a more ‘fluid’ game idea. I love fast movement and freedom in games, so I want to make something far more unbounded next time.
- JavaScript forever. Seriously, you can’t make me use your fancy ‘engines’ by this point.
- Consider time management. Then again, I never really benefit all that much from excessive planning and so on. So this probably wouldn’t be all that good for me.
Again, if you’ve spared the time to read through all this then thank you very much! This is more for myself to crystalise any knowledge I’ve gained for surviving game jams, but it’d be even better if this ends up helping any of you folks out there. Now, get back to rating all those games!
-Felix
Tags: golf, LD30, Mortem, Post, postmortem
Comments
I Wasn’t Going to do a Postmortem, but my Game has a Ghost in It
What I Used
- Construct 2 – Still a wonderful piece of software, great for quickly getting an idea into action. But it does have…problems. It pigeonholes you into working it its style (enforces a frame rate based event loop, which I like, but then forces you to define functions inside the same loop, ech), and exports to things besides the web still don’t always work as intended. Not to mention its image editor and audio system have quirks and limitations of their own. I’d say, for something based in HTML5/Javascript with only the few developers working on it that have been, it’s pretty good. I have consistently been able to find new ways to use it.
- sfxr– Wunnerful as always. I don’t know enough about audio engineering to make full use of the manual settings, but I know enough to be dangerous.
- GIMP– My favoritest thing. Wish I knew how to use all of it, but I make do with what I’ve got.
- msPaint– I used this with a drawing tablet I picked up cheap a few months back to make the title screen (because GIMP and the tablet don’t trust each other for some reason). It’s, well, Paint. Ya know.
- Audacity– A solid sequencing recording tool. Along with a $5 mic (one of those people put on their collars to speak on stage), I got some rather good sound quality for the music side of things. After running it through a noise reduction filter (it was terrible before that), anyways.
- AWS– Amazon Web Services for hosting the game. This was something I was setting up anyway, so I’m pleased with it (being a homebrew, DIY type, I don’t mind all the work it takes to get it functioning). It’s in the cloooud.
- The Interwebs– They provided me with answers where there were none. Invaluable.
- Violin, Piano, Guitar– The triumvirate of incredibly vanilla instruments. Used em all! Plus a little ghostly moaning.
- notepad++ – In my opinion one of the best plaintext editors out there. Code syntax highlighting, good indents, plugins galore. I only used to make JSON files for the dialogue, but still.
- Guacamole– Gotta replenish calories.
- chronolapse and ffmpeg– Marvelous tools for timelapse video production. Speaking of which, here’s a timelapse video:
What Was Good This Time
- I knew what I was doing this time! It was my second Ludum Dare, and while I paced my first one really well, enough went wrong that it was a close shave. This time went more smoothly, and I had time to spare (maybe finished 4 hours early).
- I implemented a full dialogue system from scratch, which I’ve never really done before! It was great too, because I could make any object use any dialogue, and cycle through several dialogue options, since that
- I actually put an ending in this time. Though it does take a while to reach?
- I actually put MUSIC in this time. Which is so so important I can’t even describe it.
- I got sleep every night, no problem.
- I made a postmortem this time!
What Was Decidedly Not So Good
- I opted not to use the time I had to spare to spruce up the game a little more. Really should’ve.
- The timelapse video wasn’t as long this time (I set the screenshot interval for chronolapse shorter because dual monitors).
- The game still wasn’t explained very well.
- I wasted half an hour deciding I didn’t want to scrap my compo aspirations by using an open source dial-up tone. I did consider recording my own, before realizing I haven’t had dial-up in years. Eh.
- I just went with the first decent recordings of songs I did (it was all pretty improvish), so there’s definite fumbles in there.
- The gameplay is only really arcade level, wasn’t much more than that.
- GIMP and my tablet don’t trust each other (The Huion driver I’ve got doesn’t entirely work).
For Next Time
- Maybe try another library/IDE/codebase – Construct 2 is good, but only goes so far. Plus, it only does 2d.
- Really dedicate myself to the LD and nothing but the LD during the LD.
- Maybe do it with a friend, try the jam? Could be real fun.
- Get that drawing tablet working, learn how to use it to make more than scribbles
- Get better at improv musical self-recording (i.e just go with it, make fewer errors)- that haspotential to be a real strength
- Look up fewer things (just know them from the outset)
Well, that’s it. If you haven’t played Ghostnet yet, and you actually read this whole thing, you probably should! It’s not half bad. Stay spooky, friends.
Hello World
Last weekend I created Hello World, a game where you guide messages. Check it out here http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=23945 !

“Hello World” Gameplay
Play and rate here
Post-Mortem on “Dreamshift”
As I mentioned before, my entry in the 48 hour comp was “Dreamshift“.
THINGS I LIKED:
- It was my first time making a side scrolling platformer in Unity. There was a bit of a learning curve, but overall I think it was successful. I got the important parts down (moving and jumping), and when I realized a 2D box collider would ‘catch’ on the edge of tiles sometimes, I was able to fix it by switching him to a box collider for the top part and a circle collider for his feet. I also learned more about how 2D physics works in Unity, which should be helpful for future projects.
- The special effects were pretty simple, but still took me some time to get right. In the end, the parallax background and various dark effects that occur as your stress level rises was worth the extra effort.
- As always, I was pleased with how the music came out. But besides that, this has some of the best sound effect work I’ve done in a Ludum Dare game. All of the SFX I made myself, from the simple yawn/pain recordings, to the jump and switch sound effects, to the creepy shade noises. (I’ve done that on my previous LD entries as well, but I really like how these came out.)
- I’ve never really done sprite animations before, and while I’m sure there were easier ways to do it in Unity than the way I did it, it still worked in the end.
THINGS THAT NEEDED IMPROVEMENT:
- There was some kind of bug with the sprites, and I don’t know what caused it. I was certain everything was lined up perfectly with them, but at some point they started pulling part of the neighboring sprites on the sheets on the edges, causing weird black lines to appear. I was never able to sort out what caused it, and for some reason it was EXREMELY present in the webplayer version, which is why I decided not to include it in the submission (it looks terrible, trust me).
- I really wanted more than 2 levels. I actually completed an hour and a half before time ran out, but I didn’t want to risk breaking something so close to the end, so I decided not to make any more levels. On reflection, I probably should have done at least one more.
- The title screen is very lacking. I threw it together pretty quickly and probably should have spent more time on it.
- I would’ve liked to include more interactive elements in the levels. Pretty much all of it is figuring out whether to flip switches in the real world or in the dream world. More ways to interact between the two worlds would have led to better level variety.
I’ve always felt that LD is supposed to be a learning experience after all, not just a showcase of talent, and I definitely learned a lot doing this. I hope everyone else has as well.
P.S. No, I don’t know what the hero of the game is supposed to be. A cat? A rabbit? I’m not an artist; I honestly just drew until something looked right.
Play FriendZone Adventure (WTF!)
Streaming games on Hitbox
Given that Twitch is currently on fire, I’m streaming (mainly 48 hr Compo games) on Hitbox! http://hitbox.tv/marekkpie
Thoughts on my LD30 Entry
LD30 was my first full Ludum Dare. I had entered two MLDs before, but not any actual compos. I am happy that I managed to complete my game, but it has some serious problems. (My game is called “A Rainbow”, by the way). First and foremost of these was that I didn’t set a standard tick rate, making the game run incredibly fast on fast computers. Also, the graphics sucked, and there was no audio. Still, I am pretty happy that I managed to create a game at all in 48 hours without a game engine. (Although, next time I’m probably going to use Unity).
The idea for my game was that several coloured worlds existed, and you could teleport between them. Also, you would be able to see outlines of objects in the other worlds, so you could jump off of an object in one world, teleport, and land on an object in another. This mostly carried over into the final game, although I wasn’t able to make the outlines appear, in the end I just made it so you could see everything the same in all worlds.
Originally, I was going to make a sprite-based game. Then, at the end of day one, I had to restart, since my rendering system wasn’t working. I ended up using Java’s built-in graphics, which are very underwhelming, but worked.
I also planned to have 10 levels, but then cut it down to five as a time saving measure. Later, I reduced this to three.
All in all, I am quite satisfied with the final game, despite its flaws, and I will definitely be back in December!
-Mons657
Tags: #LD48 #LD30, post-mortem, thoughts
Jane Austen vs Slug Lord – Postmortem
This was my second Ludum Dare, and I very nearly gave up.
Before the theme was announced I knew that I wanted to do something with ‘proper’ game models. You know, going into Blender, making a character model, rigging it, making a run/walk cycle then exporting that into Three.JS and displaying it in the game. I also knew I wanted to play with some neato post-processing filters like Bokeh (depth of field) shaders and so forth too.
The problem was I didn’t have a clue how to do any of those things.
In my preparation for Ludum Dare I made some base code (published on Github) which gave me a basic rendering pipeline which gave me DOF, Bloom and Antialiasing passes so that with a bit of luck I just had to throw some geometry at it. I also had a play with bones in Blender and after a bit of fighting managed to get a sausage wobbling on my screen. I thought I had everything I needed.
So then the theme is announced and it’s the theme I was desperately hoping it wouldn’t be: Connected Worlds. Agh. Mind blank. Couldn’t think of a thing. So plan B then was just to jump into Blender and start making some random assets. I knew I was going to meet the theme by mixing very unlikely things. So I made a tripod…
… and then I made Slug Lord…
.. and then I made a model of the author Jane Austen.
Jane and the tripod had a run cycle and Slug Lord was flapping his tentacles around. But all this? This took me an entire day. I had never modelled a humanoid before, never animated a run cycle, never dealt with Inverse Kinematics. It was incredibly frustrating.
On the second day I knew I needed to work on the actual game. So, naturally, I spent 4 hours writing code to generate text in WebGL and load all the assets (I wanted to make sure all the assets had loaded before starting the game because, by default, Three.JS is very happy to start rendering things immediately and let textures and models pop in as they’re loaded).
Finally, with all that done and 14 hours remaining I needed to start on the game. I knew I wanted Slug Lord in the middle of the scene, with Jane running circles around him. The original vague idea was some sort of single screen point and click adventure, where the player character had to escape from the clutches of slug lord… there was no chance of that though. Instead I considered some sort of Canabalt style endless runner/jumping thing.. so I started putting the scene together… and naturally spent another 4 hours tweaking the depth of field effect which, for some reason, was refusing to work properly.
I approached breaking point here and wanted to just give up. I didn’t want to abandon the thing that had caused me to waste so much time, but I was, in fact, wasting huge amounts of time on a pointless effect most people wouldn’t even notice, and I saw the deadline approaching fast.
And I still didn’t even have a game.
Agh.
Mercifully though I got the effect working in the end. Just. At which point I was back in Blender to make a very rough and quick background scene.
At this point I had about 5 hours remaining… and still no game. The platform/jumping game was out because I didn’t have enough time, so I added my tripod model into the scene and realised I could probably just make a simple twitch reflex chase game. You know, press the button at the right time and you go faster, press the wrong button at the wrong time you go slower and then the tripod can catch you.
Simple. Kinda funny. Easy to implement. Messages popped up as instructions from Jane telling you which mouse button to click and the mechanics of the chase were in and… mostly balanced.
Had enough time, in fact, to get a neato shader in for the background and add a bunch of random particles and lights… And it was sort of done. And I got this:
And lo, it was silly. The red and green and snow thing was supposed to connect the world of Christmas to the worlds of The Slug Lord and Jane Austen but I guessed that was a bit too subtle. My work was done anyway.
Now, someone in the comments for this mentioned it probably should have been a typing of the dead type game. And this was the biggest ‘doh’ moment ever for me. Of course. Jane Austen was a writer. It would have been perfect. And if I’d thought of that on day one I could have done that. The time I spent tweaking shaders or fighting with weird vertex twisting in Blender could have been spent on a typing game mechanic and importing a load of Austenesque phrases and words. And that would have been great.
So lessons learnt: Never use technology you’re not 100% familiar or comfortable with. Ludum Dare is best when you’re spending the time coding up interesting game mechanics, not shader effects or learning new platforms or entire skills. Also: More base code, especially if you’re using Three.JS which puts you at a massive disadvantage compared with Unity.
Finally, and I made this same mistake last time and failed to learn from it : Make a lo-fi game with simple boxes and if there’s time add models and shiny later. Game first, graphics second. This is Ludum Dare, not EA.
Considering my original objectives I think I got what I wanted out of this Ludum Dare though. Disappointed the game itself is basically the thinnest possible layer on top of what is basically a screensaver, but considering what I had to learn to build this it’s possible – just possible – I got more out of it than I realise. Maybe.
The game’s page is here and typical play sessions last about 30 seconds. Which, you know, is fair enough.
Tags: postmortem ld30
Ludum Dare 30 Cryptid Showcase- Part 1: Featuring NECLiD, Warp Corp, & Sinister
Indie’s & Game Jams make the best games. Im Larry Chupacabra and Im jumping on the band wagon to make showcase / review videos during the entire voting period. If you think I missed a really fun game while jumping through the list just let me know.
First up on the Docket:
Warp Corp:
http://goo.gl/zedflJ
NECLiD:
http://goo.gl/hHESBz
Sinister:
http://goo.gl/J2wjpS
Tags: LD 30 Showcase, neclid, Sinister, Warp Corp
“Corponnected Ltd.: For a better world. With more factories.”
Our jam entry “Corponnected Ltd.” is now in the wild, and first feedback has been very positive! To hear people saying they actually finished the game / played it for half an hour is incredibly heartwarming. Here’s a quick postmortem while memories are still fresh:
Before the Jam
This week-end was my fourth LD, and the second one with teammate Manu. This time we managed to make a 3rd person, Guillaume, join the team, so with our extended workforce we felt like the sky is the limit! With our little experience with previous jams we knew we had to avoid making a too complex game, so we planned to make something that could easily start small, and then be iterated over.
We chose in advance to make the game with Phaser.io (HTML5 engine), so we could practice with it a bit before the jam (before that, our engine of choice was CraftyJS, but while we love its API, some annoying issues made us want to try something else).
Jam progress
We were quite lucky in that it took maybe 5mn between the moment I discovered the theme, and when I figured out what I’d want to make. Our concept, a factory building simulation, is actually borrowed from a game idea that has been in my head for a while. I also liked that management games are usually nothing too complicated at a technical level (or so I thought), leaving more room to focus on game design and balance. We actually discussed so much about the game mechanics that we didn’t start coding until maybe 3 hours into the jam.
When getting started, we quickly realized things were more complicated than we thought (such as the workers AIs), so the “let’s make a small game and iterate” thing kinda falled through… Actually it’s much harder to work in small steps when you’re a team of 3: the most immediate way to split the work was instead to cut the game into subsystems and make each person responsible for a part, so the whole game is actually developed concurrently. In our case here’s how it was initially split:
– Wan: Factory building screen / Workers AIs
– Guillaume: World map screen / Level design
– Manu: Game state & contents modeling / Save system
This worked pretty well, but the side effect was that the first “working” version was barely ready for sunday evening. At that point most of the game was done though – it lacked a lot of polish (like a tutorial, an endgame, music, etc.), but the engine was up and running! There was a down side though. We had huge balance issues on top of the lack of polish & contents, so we were still really worried about one thing: will the game be actually fun?!
Monday was a work day so we only had an evening left to actually turn this first version into a fleshed-out game. We were really tired at this point, but every bit of work put into the game during this final rush made us increasingly excited, as we saw everything falling into place and the game mechanics starting to make sense, turning up the game into a surprisingly cohesive experience.
By the time the game was done (about 2 hours before the deadline) we were pretty satisfied with the entry, and decided to call it a day – though Manu still did some bugfixes after that! At this point he was the only one who actually played the game from start to finish, so even I wasn’t sure how playing the game actually felt. Even at this point, we were still worried about whether people would like the game: we barely had some external feedback during the jam, so we weren’t even sure whether the tutorial and the building descriptions were enough to make the game easy to pick up.
Fortunately the feedback was eventually positive, and the main complaint instead was that the game is a bit too easy – which makes sense, especially since we completely forgot to balance the feature (monthly taxes) meant to complicate things! But overall we’re really proud of our game – I even prefer it over the one that made 2nd place during LD24. We also really felt like the experience from the previous jams played a part in this session going well… I love it when a plan comes together.
Went right/Went wrong list
[+] No major issues met, we had a nice time overall
[+] Discovery of PhaserJS was pleasant, this thing just works. Docs are a bit weird to apprehend, but otherwise we really recommend it. Even integrating GLSL shaders (animated water) was flawless.
[+] Task management and distribution went well
[+] People liked our music, despite it being the most hastily and dreadfully patched thing I’ve ever made… (Can you spot the game from which I tried to mimic the soundtrack?)
[-] We should have taken our Monday off!
[-] Initial scope for contents was way too big – a lot of planned content (factory types, etc.) didn’t make the cut
[-] The UI was made within the engine, but we eventually realized that most parts could have been made much more easily in plain HTML…
[-] Still lacked some time for polish, the engine could have supported even more variety and challenge while making factories. Some features such as having terrains of different sizes, or really complex terrains weren’t really leveraged in the levels.
We had an unusal amount of ideas for this game, it would be nice if maybe we could turn it someday in a full-featured game… But y’know, that’s what we say after every jam!
Planetoid Pilgrim – POSTMORTEM: Space Exploration and Morality Experiment
Hello, everyone! I’m Shaquille Stoutamire (Defacid/Acid) and I had a lot of fun with Ludum Dare this year! I’m really excited that, even though I still had a lot going on, I managed to finish my entry! It’s not as fleshed out as I wanted it to be, but I submitted it in time… with a whole minute to spare!
WHAT I ACCOMPLISHED:
– Randomly generated worlds with terrain and plantlife variations
– Pretty decent gravity and rocket physics (there are definitely bugs, but it’s relatively solid)
– Basis to a leveling system
WHAT I FAILED AT:
– Fleshing out the level system to actually DO something
– Adding outposts and environmental interactions like gathering resources and using them to survive
– Spending too much time on the planet generation: I had already build a similar system before, funnily enough for a previous Ludum Dare, but I ran into an error didn’t want to look at it or use that code base – when I do a game jam, I like to work from scratch in the engine/IDE that I’m using. Next time, even if I’m not going to copy and paste, I’ll at least look. 😛
– Actually fleshing out the morality element. Right now, the player themselves has to ask the question of “Why am I killing these little guys?” when experience doesn’t change anything about the gameplay. But I wanted to actually add something of value to the mix like planets losing color saturation when you kill enemies, but you get something in return so you have to weigh whether or not it’s worth it to kill these defenseless little guys.
– Clearing my schedule for the event. It was unavoidable (school, watching my son, my car broke down haha) but it still definitely hurt my game. I lost AT LEAST 24 hours due to obligations and 8 to sleeping. So I ended up with about 12 or so game dev hours at the maximum. 
WHAT I’M DOING NOW:
I’m going to port my game to HTML5 within the next day so that more people will play it! But within the next 20 days, I’m going to play as many other compo entries as possible! I will make sure to play and rate every game of every person who rates and comments on my game.
Tags: 2D, compo, exploration, Explore, flying, game, planetoid, planets, post-mortem, postmortem, progress, shooter, space
Soul sucking gun?! Slimes?! Yea, it’s Demi Necro
Go get you some twin-stick arcade style shmup action!!!
Play as a rogue wanderer, with a mystical gun capable of absorbing lost souls for ammunition.
Stop the creatures from another realm from capturing enough souls to grow to their true forms!
Elementry – Beat ’em up!
So we found out a way to finish our game on time despite of all the problems we had (idea for the theme, programming, art) and this is it! I hope you spare some of your time to play our game!
Fire beats Earth, Earth beats Water, Water beats Fire. Have fun! Btw, this is our second game for Ludum Dare.
http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=41003
Linux builds of Dino Bolt!
I’ve read in the past how bad Linux players have it due to no Unity in a browser for Linux, so I followed the instructions in a post and made you guys a Linux build (untested, sorry). It should be 32/64 bit together, per the instructions, and in .tar format.
Enjoy and please rate/comment 
PLAY LINUX DINO BOLT
Dungeon Blaster updated for Taco Tuesday!!
So, still working on my game*, and I just added a way to heal yourself (besides dying), can you guess what it is?

Dungeon Blaster updated for Taco Tuesday!!
(*: not modifying the Jam version or any funny business, just having fun with it, might upload it in a week or two with the caveat that it’s not the official #LD30 version…)
Tags: dungeon, dungeon crawler, tacos










